Search found 7 matches
- Sun Dec 25, 2022 1:58 am
- Forum: 1 / 0 magic
- Topic: (1.1.74) Game irregularly crashing on startup
- Replies: 1
- Views: 559
(1.1.74) Game irregularly crashing on startup
Occasionally, Factorio will crash on startup, but never twice in a row. Every time that Factorio has crashed for me, it will open correctly on the following attempt. I do not know how to replicate this bug.
- Mon Aug 29, 2022 5:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Game Crashes after testing Custom Scenario
- Replies: 4
- Views: 2462
Re: Game Crashes after testing Custom Scenario
viewtopic.php?f=7&t=103278
I have posted all necessary files in this thread. I don't know why there are two copies of this thread.
I have posted all necessary files in this thread. I don't know why there are two copies of this thread.
- Mon Aug 29, 2022 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Game Crashes after testing Custom Scenario
- Replies: 4
- Views: 2462
[1.1.68] Game Crashes after testing Custom Scenario
I am attempting to convert a long-running freeplay save into a scenario. The plan is to move all player-owned buildings in the save to the enemy force. When playing the scenario, players will need to steal items from undefended portions of the hostile factory in order to destroy the defended portion...
- Mon Aug 29, 2022 5:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Game Crashes after testing Custom Scenario
- Replies: 4
- Views: 2462
Game Crashes after testing Custom Scenario
I am attempting to convert a long-running freeplay save into a scenario. The plan is to move all player-owned buildings in the save to the enemy force. When playing the scenario, players will need to steal items from undefended portions of the hostile factory in order to destroy the defended portion...
- Mon Nov 23, 2020 11:14 pm
- Forum: Duplicates
- Topic: [1.1.0] Crash after autosaving world from 1.0.0 (DifficultySettings::save)
- Replies: 1
- Views: 527
[1.1.0] Crash after autosaving world from 1.0.0 (DifficultySettings::save)
After loading my game in 1.1.0, the game worked until it attempted to autosave, which caused the game to crash. Saving the world manually does not result in a crash. The world used and the log file are attached. Error MapSettings.cpp:551: Saving in this state will result in a desync when this is loa...
- Mon Aug 31, 2020 11:14 pm
- Forum: Modding help
- Topic: Dynamic prerequisites
- Replies: 6
- Views: 1417
Re: Dynamic prerequisites
for key,tech in pairs(data.raw["technology"]) do if tech.prerequisites==nil or tech.prerequisites=={} then tech.prerequisites={"iron-axe"} end end If you are only modifying vanilla recipes you can use data.lua with a dependency on base. This code does exactly what I was trying t...
- Mon Aug 31, 2020 9:46 pm
- Forum: Modding help
- Topic: Dynamic prerequisites
- Replies: 6
- Views: 1417
Dynamic prerequisites
I am currently developing a mod with a tech tree that precedes the vanilla tech tree. The last technology in my tech tree, with the internal name "iron-axe", should be the prerequisite to all technologies that normally do not have any prerequisites. In order to accomplish this, I wrote the...